Dr. Codone's Flash
Tutorials - Adding Sounds
adapted from FlashKit.com
http://www.flashkit.com/tutorials/Audio/Adding_S-Eddie_Ca-19/index.php
Sound adds another
dimension to your movie and is a tool used to communicate emotion.
Objectives:
When you finish this tutorial, you will be able to add sound to
your movie which can play continually or with restraints. Sounds
may also be synchronised with your animation and interaction.
There are two
types of sounds in Flash, streaming sounds
and event sounds. Streaming sounds
synchronise to the timeline and start playing when enough data has
been downloaded. An event sound must completely download before
it starts playing. An event sound must also be actively stopped.
Modifying
Sound Properties
Sound, like images has degrees of compression and also a sampling
rate. Both of these affect the size and quality of the sound in
your final movie. You can control these sound variables by using
the Sound properties dialog box (Select your sound from your library
then Choose Option> Properties from the options menu in the Library
Title Bar, or double click on the relevant sound in the library).
If you want to affect all sounds, go to the Publish Settings dialog
box (Choose File> Publish Settings and Select Flash tab).
Importing
Sounds
This involves creating a layer for the sound, assigning the sound,
and setting options in the Sound panel of the Frame Properties dialog
box.
- First, choose
File> Import. You will see that you can import either AIFF
or WAV sounds into Flash.
- After importing
the sounds, press Ctrl-L to bring up your Library and you will
see your sounds already there! Sounds are like symbols in that
one copy can be reused over and over again.
Adding Sound
to your Movie
Now that you've imported your sound you can now add it to your movie.
Think of a layer as a sound channel. You can have a many as you
want and they'll combine when you play the movie.
- Choose Insert>
Layer to create a layer for your sound.
- Click on
the frame you want the sound to start and insert a keyframe.
- Choose Modify>
Frame and select the sound tab in the Frame Properties dialog
box.
- Choose the
sound from the drop-down box.
- Synchronise
your sound (see explanation below.)
- Enter a loop
value (see explanation below.)
Synchronising
Your Sound
Next you have to select what kind of synchronisation you want. Event
syncs the sound to an event. These sounds will play from the starting
keyframe to the end, totally independent of the timeline even if
the movie stops. Start
is similar; however, if a sound is playing and a new instance of
that sound is started the old one will stop. The Stop option will
stop a sound.
Stream will
sync the sound to the animation. If Flash fails to draw a frame
in time it will skip that frame in order to keep up with the sound.
Stream sounds will stop when the movie stops and will not play longer
than the frames specified.
Enter a Loop
value to specify how many times to want the sound to loop. For continuous
play enter a very high number. I tend to use 999.
Advanced
Tips:
- To stop all
the sounds from playing use the action Stop All Sounds.
-
Many designers choose to place their background loops/sounds on
a separate .swf file which is then loaded into their main timeline
when it starts up. This allow them to stop and start music at
will. Short sound fx however are best left in your main movie
for ease of control.
Quick Reference
: Adding Sound
To Import a Sound
Choose File>
Import
Select File
Click OK
To Add a
Sound to a Movie
Choose Insert>
Layer
Choose Insert> Keyframe
Choose Modify> Frame
Select Sound Tab
Select Sound from Drop-down box
Access
Sound Properties Dialog Box
Choose
Option> Properties from the options menu in the Library Title
Bar
Access
Publish Setting Dialog Box
Choose
File> Publish Settings and Select Flash tab
Modify
the Sound Attributes in Frame Properties
Choose
Modify> Frame and Select Sound Tab.
Event plays sound independent to timeline.
Start will stop old instance of sound when this new instance plays.
Stream will sync animation to sound, good for websites.
Loop will determine how many times sound will loop. Note: Place
high value for continuous play.
Indicate Sound Options (optional)
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